Professional Documents
Culture Documents
Saga Age of The Wolf PDF
Saga Age of The Wolf PDF
SAGA:TheAgeoftheWolfispublishedby6rippingBeastLtdWithpermissionofStudioTomahawk
SARL. 11 Nouvelle cite, 67]80 Lingolsheim, France,
SAGA: Skirmishes in the Dark Ages is o Studio Tomahawk
SARL
No 'Part ofthis Publi(ation may be reproduced, stored in a
retrieval system ortranSmitted in any
publisher,
form or by any means without prior Written permission oí the
First edition, 2o16
o GriPping Beast Ltd.
CONt]Cl,iCS
Page
Setting up an Age of the Wolf campaign 5
Wolf. May your Cods favour you and bring you victory!
Suddenly they have something in common, they are collecting
\W ]Ht\Y ]P, ]LA\)Y A\ CA\M[ ]PA\ ]t GN? forces for the same games system, discussing the ins and
outs of the rules or the related history, comparing painting
'A tale is but half told when only one mdn tells it.'
techniques, etc. This sense of a common purpose is enjoyable
- the Saga of Grettir the Strong
in itself, but when added to the drama of a battle which
Campaigns have a lot to offer over stand alone wargames, has consequences, seeing your side win (or lose), then the
Whilst stand alone games are easy to organise, require only whole wargaming hobby experience is enhanced, For many,
two people (generally) and can be an excellent evening's including the author, playing in a good campaign is tabletop
entertainment, a campaign creates an enjoyable on-going wargaming at its peak.
story and enhances the hobby by informing each player's
decisions on new models to collect. lt helps provide a driving DlcE RoLLlNG coNVENT|oNs
force behind painting new models (to get them ready for the Throughout this book, various dice are referred to, A standard
next vital battle) and helps create memorable moments and six-sidéd die is referred to as a D6. Occasionally a three-sided
talking points that will be the future memories of past games, die is needed. This is a standard D6 roll, with the result halved
ln a campaign, suddenly a win or loss can mean something
and any factions rounded up. So, 1-2 = 1, 2-3 = z, 5-6 = 3, The
beyond the moment, it has an effect which will be felt in campaign also uses SAGA dice. These are the dice used when
future games. Throughout the course of a campaign, players playing the SAGA game, with each faction having its own
will be§in to identify more strongly with their forces, The little set of symbols, Throughout this book, where SAGA dice are
models get names and begin to develop their own little bit rolled, for consistency we have used the Anglo-Dane/Saxon
of gamíng history, This adds to the entertainment and the
drama when the models are on the tabletop. No longer is that
symbols:ffi
warlord iust any old Viking model, but he is now Jarl lngvar
Redaxe, victor at the Battle of Guthrum's Ford, wounded
Any SAGA dice could be rolled in its place, to give the
taking the gates at Haethburh, hammer oí the lrish, a storied
equivalent result, see the table below. The gods will obviously
and feared warrior - and your opponents will know that too,
favour those that use their own faction's dice,
Campaigns are also an excellent method íor bringing club
players and wargaming groups together in a common cause, sAGA DlcE EqU|VALENcE TABLE
1-3
ffi tL rc tt
4-5 flE
*F rc * #
6
ffi -il* ffi il* ffi
hg. q Che (UoS Ca-paigrn
"Better to fight and fall than to live wíthout hope"
- from the Volsunga Saga
reference guide at the back, and for those that are confident
lf ]HI]E GA\I\\4[ ]t NG G]KOIUI]P, of the campaign turn rules, this should be enough to keep
ln order to play the campaign, you will need a gaming group going with their campaign games.
to play it with and these players need to commit to collecting, iii. Aswell as their rules and Battle Boards, the players wilI
painting and playing with SAGA forces. Hopefully, many will
need the SAGA dice for their faction, a vital part of the game.
already own them. Those that don't will have to do some
They'll aíso need measuring sticks and standard six-sided dice,
initial work to get ready.
the usual stuff needed for playing SAGA games,
An Age of the Wolf campaign can include as many ptayers as
iv. Along with the models, rule books and dice etc, the
you like, with a minimum of two and an ideat of four to six.
gaming group will need some mode| terrain. Each game
More can be accommodated! Players can also join in mid-way
is going to require itl lf the games are all being played at
through the campaign. Likewise, some players might wish to
a single venue, Iike a gaming cIub, then obviously a |arger
drop out (surely notl) and perhaps rejoin later. This is fine, the
central reservoir of model terrain to draw upon makes life
campaign system can easily cope With these eventuaIities and
easy for everybody. Otherwise, the players will need to
can continue with the other players largely unaffected. provide their own (ít is encouraged that they lend terrain
around where possible).
WHAT YOU WILL NEED
v. Each player will also require a Campaign Roster. The roster
i, Each player wi|l need a four point SAGA warband of his
is vital, as it tracks your Warlord and warband's progress
choice. This is the minimum sized warband to start with,
through the campaign and includes all the important detai|s of
but warbands will grow (and sometimes shrink) through
your warband, like unit strengths etc. Each player should have
the course of the campaign. lt is probably best if the players
one roster, keep it safe and bríng it to every battle. The roster
actually have slightly larger warbands than four points in
is included in this book and copies of the roster can be made
their collection, to allow for expansion and some flexibility.
for personal use.
Of course, players can let the campaign's story guide their
extra units and painting, collecting new units as their Warlord l,:]t i]:L]]: i]í],,\l jllra,:.l l;i.: r,el:iL_lit il ;:,,.,:rjll_:]* ,;i; j-ili.] íli]l;tr'l: ii.;::t ..',,e lili.t:,
recruits them. The maximum size for any warband in the
campaign is twelve points. ]Flutlf IUI]R]E\WA\]R]B]A\N]D]D]EV]ElLo]P,N\4t]ENlt,
ii. ln addition to the models and the SAGA Dark Age Skirmishes Once a campaign is underlrlay, each player's warband will
rules, each p|ayer will need a copy of the faction rules and develop, gaining extra units, or extra men for those units
Battle Board for his chosen faction. ldeally, each player will it already has, as well as losíng men, slain in battles along
have a copy of this book. Although one copy per group is the way. The warband may even lose its Warlord. This does
enough to run the campaign, players are going to need it not mean the warband is defunct, and the campaign allows
during and after each game, so a few copies to share around players to continue as long as they wish.
wil| be helpful. The campaign rulebook does contain a
:wjll need
§ti6ii *F naúé.io prtviae ihe ;id;t'úies ia. úÉii. to i.theiámpaign(
warband;. ln all cases it is assumed that the players will recycle, a campaign so much as a lost roster, so it'sworth making a
miniatures wherever possible, so if a unit loses 5 men, then backup too) and they will need to bring ít along to each battle.
gains 4 as new recruits, the same miniatures will be re-used.
t. Warband Type: write in here what type of warband this
The same goes for the Warlord. lf he should be killed, then his
is, such as Viking, Anglo-Dane, Norman, etc,
brother, son, nephew or uncle takes over and continues the
campaign, Players are free to replace the Warlord's miniature z. Warlord Name: Your Warlord needs a name, of suitable
if they like, but it is not required, the same miniature can style. Nameless men do not rise to become kings and
return (the family likeness is uncannyl). emperors. So, give it a little thought and write your leader's
There will be times when a player's warband expands beyond name in here, be it lngvar Redaxe, Comte Rufus of Valeux,
his miniatures collection. Here he will either have to borrow Athelstan the Bold or Prince Horlics of Novgorod. This man
miniatures from other players or add to his collection with new represents you throughout the campaign, he is your alter-
miniatures. Over the course of the campaign it is likely that the ego (in miniature) so it's worth getting this right, you get the
players will have to collect and paint new miniatures, but part picturel
of playing in the campaign is giving players the drive to finish
3. Motivation: Write your Warlord's overall motivation here,
units and add new units to old warbands. When the campaign
See Motivation later for full details.
is over, a|l the players will have excellent collections which
they can then re-use (in re-runs of the campaign or stand alone 4. Traits: Write the Warlord's two starting Special Traits here.
games) to their hearts content. Players should take it as read lf he gains any extra Special Traits during the campaign add
that by agreeing to ioin a campaign, they are also agreeing to them here too. See Special Traits later for full details.
develop their SAGA warband as the campaign requires.
5.Special Rules: These are any Special Rules the Warlord
STEP ONE - A GATHERING OF WARLORDS has. Remember all Warlords start with the Resilience,
Determination, We Obey, Side by Side and Warlord's Pride
The first part of playing an Age of the Wolf campaign is to Special Rules as described in the SAGA rulebook. Add them
gather the players. Once the p|ayers at your club or within here along with a single randomly rolled new Special Rule.
your circle of gaming opponents have agreed to play (see
What You'll Need) then you have taken the first step. 6. Land: Keep a score of the Warlord's Land here. AIl
Warlords start the campaign with two Land. Land can never
STEP TWO - EAST OR WEST drop to less than one. lf it would, it remains at one.
Next, the players should decide whether the campaign will be 7. Wealth: Keep a score of the Warlord's Wealth here. All
set in the East or the west, This will dictate which warbands Warlords start the campaign with two Wealth. Wealth can
are available to the players, it has little further affect upon the never drop to less than one. lf it would, it remains at one.
rules, but hopefully will give the campaign a more historical
feel. This should be dictated by the models the players have 8. Reputation: Keep a score of the Warlord's Reputation
available and their terraín collections. here. All Warlords start the campaign with two Reputation.
Reputation can never drop to less than one. lf it would, it
STEPTHREE - CHOOSE WARBANDS remains at one.
Each player should now choose whiéh faction their warband 9. Power: This is the combined score of Land, Wealth,
will belong to. Choices are restricted as fotlows: Reputation and the number of legal units the Warlord
commands, as listed on the roster. So, to start with, a Warlord
lf this will be a Western campaign, the players can choose
will have two Land, two Wealth, two Reputation and four
from the following factions; Viking, Anglo-Dane, Norman,
units, so his Power is ten, See Power for full details later.
Welsh, Saxon, Breton, Jomsviking, Scots, Franks, lrish, Norse-
Gael, Strathclyde Welsh. ío. Campaign Vi€tory Points: The ultimate arbiter of who
lf this will be an Eastern campaign, the players can choose
wins the campaign. Campaign Victory Points are earned
from the following factions: Viking, Norman, Jomsviking, throughout the campaign, by winning battles, etc, At the end
Franks, Pagan Rus, Era of Princes Rus, Byzantine. of the campaign, the Warlord with the most Campaign Victory
points ís the winner.
Players are free to choose any warband faction they prefer, Multiple
warbands oíthe same type can be used. These will obviously be 1í. unit Rosters: write down here which units the warlord
local rivals. A campaign could be played with all the same type of has in his warband, listing their unit type (Levy, Warrior or
warband, as a Viking or Norman (or anyone else) civil war. Hearthguard), size (number of men), number of attacks each,
their armour versus melee attacks and missile attacks, and any
Once players have chosen their warband factions, then they special rules or special weapons the unit has, such as bows, or
will be using them for the entire campaign. Players cannot
iavelins, or Dane axes.
switch factions during a campaign, although they may drop
out of the campaign and return with a new starting warband There are twelve spaces for units listed, no warband can grow
of a different faction (not the same faction). to be larger than twelve units in total. A warband's minimum
size is one unit.
STEP FOUR - WARBAND ROSTER
12.Campaign Actions: Record here what action your
The warband roster is the heart of the Age of the Wolf warband will take in each campaign season, and against
campaign system. lt is here that all the information about whom. See later for full details of Campaign Actions.
,,,É66ffi
ü-"=h óé,,,cffiififi
sslf ]B }P' ON ]E : \WA\]R]B]A\N lD ]DY]P ]E what drives this greedy Warlord. Wealth is power, it buys
Lands, buys armed men to fight for you and, if needs must, it
As chosen by the pIayer, Viking, Welsh, Franks, Pagan Russ, etc.
pays off your enemies.
sslf ]E ]P lt- \WtO : \WA\ ]R]LO]R]D'sS NA\IVI ]E lf, during the post-battle sequence, the Warlord's Wealth
score is greater than both his Land and Reputation scores, he
As chosen by the player. gains a bonus Campaign Victory Point.
ss]f ]E ]P lf ]Ht ]R|]E ]E : N\4t Oll ]t VA\lf ]t ON 5-6 Skalds'song: EVen a great man may die, but his name
may live on in the poems and stories of the Skalds, A feted
ln Age of the Wolf, each Warlord has his own character, which name is what this Warlord desires, to be remembered as a
is defined by his Motivation, his Traits and his Special Rules. great man, not for the Lands or Wealth he garnered, but for
Motivation is what the Warlord desires most, be it Land, his epic deeds.
Wealth or Reputation. All Warlords will need to accrue some lf, during the post-battle sequence, the Warlord's Reputation
of each, but every Warlord has his own driving passion. lf score is greater than boih his Wealth and Land scores, he
the Warlord can gain more of his chosen prize than the other gains a bonus Campaign Victory Point.
two, then he wilI gain bonus Campaign Victory Points as the
campaign progresses.
sslf 1E]P' ]FtOlUí]R!: lf ]R!A\]IlfsS
The player must choose one of the following motivations. lf
Traits are the Warlord's unique characteristics, small special
he can't choose, then numbers are included so he mav roll a
rules that affect either the campaign system or the tabletop
dice for it.
game in some way. A Warlord might start the game with
t-z King's Domain: The Warlord desires Land. All wealth a treasure hoard and have extra Wealth, or be a talented
flows from the ownership oí fertile lands, and surely no king swordsman, or have superior ability to command, or be an
can rule without the tribute and taxes which come írom great adventurous sailor, or believe he has been especiaIly fated by
tracts of the best land} the 6ods (or 6od) for greatness, etc.
lf, during the post-battle sequence, the Warlord's Land score Each Warlord starts the campaign with two Traits; roll them
is greater than both his Wealth and Reputation scores, he up randomly, A Warlord may gain new traits as the campaign
gains a bonus Campaign Victory Point. advances, but he can never lose a Trait once he has it.
A warlord cannot have the same Trait twice. lf the random roll
3-4 Dragon's Hoard: The Warlord desires Wealth. Cold,
silver, jeweIs, plunder, slaves and treasure in all its forms are gives the same result, re-roll until you get a difierent Trait.
.::i
it.'
íi! ]},
:,:'
":.,.
?i..{
i'_f
.:\
,
,t,
,:]
.*§&*
f ,]Wailordli',fiféfiöTEffi -,ü áíd:_úó diplom;t aith.e{
always suspicious of his rivals and tákes offense íáitoÓ easíly.
The Warlord may never enter into any Alliances during the
campaign, even with a Warlord with the Noble Mien trait or
with an oathsworn warlord.
The Warlord may never opt to pay Danegeld to avoid fighting
1_3 4-5 6 a battle; he will always fight, lf he fails to play a game (and
Blood Feud Landwaster Fearsome therefore has to pay Danegeld instead) he always loses one
point oí Reputation rather than Wealth or Land,
2 oathsworn Far Traveller Mighty
3 War-Toothed Learn'd Devout A quarrelsome Warlord gains two Wealth from his opponent
(if he has it) when ransoming back a captured Warlord, such is
4 Quarrelsome God's Eve Tro1l-hide
the hard bargain he drives.
5 Golden Hoard Noble Mien Resolute
Golden Hoard
6 War Craftv Hard Ruler Choose This Warlord has already amassed a íabled treasure hoard of
silver, gold, jewels and exotic treasures.
Blood Feud The Warlord starts the game with +3 to his Wealth score.
There is a long standing enmity from this Warlord towards
War Crafty
another, for some past slight or injustice, perhaps between
This Warlord is a cunning tactician when deíending his own lands,
their fathers. The Warlord must pick one of his opponents in
often luring his enemies into prepared traps and ambushes.
the campaign as the subiect of the feud. This can be any other
warlord involved. When the Warlord chooses to Defend as his campaign action,
he may always elect to play an Ambush scenario against an
lf the War|ord personally kills this opponent in single combat,
opponent instead of the usual scenario required. His warband
then he gains +3 Reputation for the deed and gains +t
is automaticatly the Ambusher in this scenario and the Warlord
Campaign Victory Point. If any of his units kill the named
counts a5 the aggressor, so can set the game size.
Warlord, then he gains +t Reputation instead. A Warlord can
win this bonus multiple times in the course of the campaign as This Warlord also gains +1 to his dice roll when rolling to see
the feud includes his enemy's close kin as well. which side wil! take the first turn in a scenario (when applicable).
The Warlord may never form an Alliance with the subject of Landwaster
the Blood Feud. This Warlord already possesses a feted War Banner, known
lf a Warlord with a Blood Feud is killed, then his replacement and feared by his foes.
will automatically get the same Blood Feud, as the feud is not The Warlord starts the campaign with +t Reputation.
yet finished. This is in addition to gaining a Blood Feud against
the Warlord that killed your previous leader. A single unit on the Warlord's roster gains a War Banner, even
though the Warlord doesn't have enough Reputation to earn
oathsworn one yet.
The wartord is oathsworn to one of the other warlords in the
campaign; they were raised together as foster brothers and Far Traveller
know each other well. This Warlord often travels far in search of fresh plunder and
new, exotic lands. lnstead of rolling for Fate in the post-battle
The Warlord may never choose to camPaign against his sequence, the Warlord may choose to Explore instead and
oathsworn Warlord and in return that Warlord may never roll on the Exploration table below, lf he so chooses, roll a
choose to Campaign against him. They may still Raid each 546A dice.
other though (and no doubt deny it later).
War-Toothed
This Warlord is already a storied veteran of many campaigns
and wars, and is always aggressive and warlike in his actions,
Wp,l
,€
skilled warrior
1-3 4-5 6 The Warlord may, during the SAGA-abilities step of each
melee, spend any SAGA die currently on his Battle Board in the
Hero of the
l son of odin Raider Activations boxes (Levy, Warrior or Hearthguard) to gain one
Viking Age
extra Attack die and one extra Defence die. He may do this as
Hero of the many times as he wants in a single melee though he remains
2 Braverv Scout
Vikrng Age limited to the usual Attack and Defence dice limits.
Hero of the
J The Great The Conqueror The Penny
Viking Age The Warlord is likely to have paid some of his enemy's retainers.
Hero of the During the first turn of the game, his opponent only rolls a third
4 The Bastard Great Ruler
\riking Age (round up) the number of 546,4 dice he is entitled to roll normally.
In the second turn he only rolls half (rounded up) the number of
Hero of the Steel
5 skilled warrior SACA dice he is entitled to roll normally. Starting with the third
Vikine Age Cannot Bite
turn, his opponent may roll his normal number of SAGA dice.
Hero of the Inspiring
6 The Pennv
Viking Age Presence Hero of the Viking Age
The Warlord generates three 5464 dice each turn instead of
the usual two,
fé
:i]i
against him suffered in each melee or against each Shooting
action (and not iust the first one as wíth other Warlords).
Warlord is alive, all units in the warband can be activated with
any SAGA dice, regardless of their class.
,,T?ié
noi'ba-éfif;:ffii
they were Warriors. War[ord standard special rules except Resilience.':Ati
of each of the Warlord's turns, all units in his warband (not
The Conqueror including mercenaries) remove a Fatigue.
During step 3) of any melee, any friendly units within M of the
Warlord gain two extra attack dice if the Warlord himself is steel cannot Bite
not engaged in melee, The Warlord has an armour of six, in melee and against
shooting attacks. His armour may never be reduced to below
Great Ruler five by any means (either by SAGA abilities, game effects or
As long as the Warlord is on the tabletop, he always rolls six anything else).
SACA dice at the start of his turn, even if the number of SAGA
díce actually generated by his warband is less.
i;
#
for new players to join a ián
All Warlords start with zero Campaign Victory Poínts. is already up and running. First they must create their Warlord
and starting four point warband using the campaign set up
The roster is now complete, each Warlord has his forces and rules. Their warband will then join the fray at the start of the
the campaign is ready to begin. Let the battles commencel next campaigning season,
For each campaign season the new Warlord has missed, roll
once on the Fate tab|e in the post-battle sequence and apply
EXAMPLE OF CREAT|NG A WARBAND, the result to the warband. This way new players won't be
starting completely from scratch and their warbands will have
PART z had a few additions before starting. This should give them
pete has finalised his warlord and now starts on his a better chance of a competing, although it is unlikely that
warband's units. He can have four units for lngvar Redaxe a player that comes late to the campaign can triumph over
to lead, but no more than two of any one type. He opts for those that have being playing from the start, but that should
two units of eight Warriors each, a unit of four Hirdmen and not stop players joining in for the fun, and it is an excellent
a unit oí four Berserkers, and notes down their profiles on way of learning how to play before the next campaign starts.
the roster.
His longship filled, lngvar starts the campaign with ten : -'
ai|4 ]
Power and zero Campaign Victory Points. lngvar is now
:.,:.{:-_:i.i]
ready to begin his quest for glory in the name of Odin. ;i],:ffi€
F&4€
I
The (J..)oS carnpaűgrn
'The foolísh man thínks he will tive forever if he keeps
away f rom
fi ghtiig; b ut ol d age w on' t
gr ant hím a tr u ce, even if t h e speí:i";,
í,
' .,3g.,o, _,
'+,],*"
1
i ,*r
.
:
::,,i,:ii ..,{,fl
,-;,
i|]
Once all the players have completed their roster sheets, then SST]E ]P, roN ]E| CA\I\\4[]PA\][ GN A\CT ]ttoNss
the campaign is ready to begin in earnest, At the start of each campaigning season, each player must
pick a single Action from Raid, Campaign or Defend,
T ]Ht lE C A\ \M lPA\ ]t rG N ss ]EA\SION
Raid
An Age of the Wolf Campaign is p|ayed over six campaign The player's warband will go raiding, seeking easy plunder
,".ronr (an abstract measure, so the course of a campaign and ioot, When a player chooses to Raid he must also choose
might equate to anything from one or two years to possibly a target for his raids - one of the other Warlords in the
a decade). Over the course of those six campaign seasons, campaign.
ptayers will fight a variable number of 5A6A battles, Players
might fight nó b"ttl", in some campaign seasons or three or tnthe campaign season area of the roster he should write
four in another. down Raid aná the enemy Warlord's name or faction he
íntends to attack. e.g. Raid - Saxons.
All the players should run through a campaign season, finish
it, and then move on to the next season, lt is advisable to set Winning Raid battles gains a player extra Wealth, See the
a time limit on a season, being the time in which
players have Spoils of Victory later for full details.
to get their 546A games played. How long this is, is up to the
Campaign
plajrers, based on how often the players meet to play, etc, a fult scale attack, an invasion oí an
the Wariord will taunch
L.rg", ...p"igns with more players will need longer than a
enemy Wartord's lands, seeking to capture new territory,
one--player-against-another-player campaign, but a risk to any
When a ptayer chooses to Campaign, he must also choose a
campaifin's p"rogress is not getting the games played, Should
target for lris aggr,ession - one of the other Warlords in the
this Le i p.oUl"Í,, then seeihe Danegeld section for an
campaign.
immediate solution.
ln the campaign season area of the roster he should write
For each campaign season work through the following steps,
down Campaign and the enemy Warlord's name or faction he
intends to attack, e.g. Campaign - Welsh,
Spoils of Victory lat€r :at the start of the:campaign sé*ióii#or*l'thli
Defend The Warlord may also recruit once at the start of the
The Warlord wil| stay at home, guarding his own lands, campaign season, before any battle are fought. He may add
building his forces and preparing his defences for the eight Levy, four Warriors or two Hearthguard to one of his
inevitable attacks. When a player chooses to Defend, he does units, orthese may be recruited as an entirely new unit on the
not have to píck a target. roster. This recruitment may not take a unit over its maximum
size of twelve men. lf it would, the unit size becomes twelve
ln the campaign season area of the roster he shoutd write
and any extra men are lost.
down Defend.
The Warlord may attempt to form an Alliance with another
Winning Defensive battles gains a player extra Reputation.
Warlord for the next campaign season, see Allíances for full
See the Spoils of Victory later for full details.
details.
Campaign c E F
Sacred Ground
6
REsULTs (see 546A rulebook)
A. Defence
The Defender isn't attacking anybody. The Warlord is content
to leave the others in peace for now. There wilI be diplomatic
contact between the factions and increased trade.
"-r,§É'l.§.,,dry,,,ii.,lÍt.
{. .,,
{ffi
:'lát
áirvira'r,i;i:p7épái"á án áúsústÍ'iorttrem;'Fighta
his warband to defend his
:
The Escort
The Burh +-5 (see SAGA rulebook)
4-5 (see new scenarios)
games,
to the excitins bit, the battles, i,e, pIaying the
once alt the players have a campaign Event result, move
Blood Feud against or that has a etooJ
first campaigning season of Pete, Tom, 6arry
It is the enmity runs too deep for any alliances,
and
Steve's campaign. Each writes down on their roster
their
action, Pete's Vikings will Raid Tom's lrish. Tom's Alliance Bonus
lrish
have chosen to Defend. Garry's Normans are
Raiding During the next campaign season, for any
battle they must
Steve's Welsh, whilst Steve's Welsh are Campaigning
fight, the allied war|ords may include twá
against Tom's lrish. units of warriors or
Hearthguard from their ally's roster on their
own. They may
Pete cross references his Raid against his target's not use Levy units (that would be an insult). These
two units
Defence, to get result B, a Raid scenario. generate SAGA dice as normal for their type.
The Warlord's
roster counts these two units when setting the game
Tom is Defending and so always gets result size.
A, Defence,
Restrictions on Land, Wealth and Reputation
Carry's Raid vs Steve's Campaigning is result do not apply to
E, an allied units.
Ambush scenario,
lf either warband is engaged in any battles against
Steve's Campaigning against Tom's Defence is an enemy
result C, an force which is larger than his own, and wouljthus
lnvasion scenario. have to
hire mercenaries, he can replace any mercenary
unit with
a unit of Warriors or Hearthguards chosen
In this campaigning season, Pete will
fight Tom in a Raid. froó his allied
Carry will fight Steve in an Ambush .nJsteu. Warlord's roster for free, instead of paying one
will fight Wealth. Again,
Tom in an lnvasion. ln those three battles, Pete Levy cannot be sent as allies.
and Carry
fight once, whilst Tom's lrish and Steve's Welsh The allied units are chosen by the Warlord who
will fight will be playing
twice. They now have to organise and play theír games, the battle, from any units on his ally's roster, and
he should
borrow the models from his ally foi hís next!ame.
These
allies then fight as normal Warriors or Hearthluard
on their
A\]L]L]tA\NrC]EsS own Batt|e board. The controlling layer will nóed
both battle
boards for the game.
'A man's back is vulnerable, unless he has a brother.'-
the
Saga of Grettir the Strong The alliance automatically ends at the end
of the campaign
An Alliance is when two Warlords agree to help
season unless another one is requested (which
means the
each other Warlord has to have been Defending again).
out for one campaign season. At the start of
a campaígn
season, a Warlord that Defended in the previous AlJiances are a way for weaker warbands to
campaigning even-up the odds
season can request an Alliance with one other without the cost of paying for mercenaries. They
warlord. ri tnai are also a
Warlord agrees, then the two players are not allowed way players can join forces to attack a far stron§er
the Raid warband.
or Campaign against each other in the next lf one player starts to become too strong and
campaign season. iúeems
like he might run away with the campaig-n,
A Warlord is free to decline a request for an
Alliance, except then he should
when asked by a Warlord with the Noble Mien expect that the others players will stari}orming
trait or by a alliances to
Warlord he is Oathsworn to, in which case he must attack him - ít is a dangerous place to be, on to§
of a píle that
agree. A everybody else wants to climb.
É;, r
G,.- 1
'Courage is better than keenest steel' coming battle. The aggressor is determined by the Warlord's
- Sigurth, Fafnír's Saga campaign action this season. A Warlord that is Campaigning
is the aggressor over one that is Raiding or Defending. A
Each Warlord should now know who they will be fighting and
Warlord that is Raiding is the aggressor over one that is
the campaign result, which will generate them a scenario
Defending.
when it comes to battle, The players now have to organise
playing those games, whenever they can. The battles can lf both Warlords have the same campaign action, then roll a
be played in any order. It is up to the players to sort this out dice for who is the aggressor. The highest roll can pick the
between themselves. The campaign has no central referee, game's size, up to the maximum size of his warband.
so players should organise to play when they meet up at club
ii. Hire Mercenaries (see Mercenaries)
evenings/days or at another Íree, convenient time.
lt may happen that a game's size is set higher than a Warlord's
Beíore a battle, run through the following steps. warband current size, 50, for example, the aggressor sets
the points size as six points, but his opponent only has a
sS]I']E]P' ON]E: \W]HtA\lf llO ]B]]RING four point warband to command. In which case, the Warlord
with the smaller warband may hire Mercenary units to make
i. Your model co|lection, as required by your up the numbers and match his opponent's warband. See
Campaign Roster. Hiring Mercenaries for full details of how this works, but
íi. Your up to date Campaign Roster. suffá to say here, a player does not have to fight at a points
iii. SAGA rulebook and supplements as required for the disadvantage, he can always hire extra mercenary help to
factions involved in the game, and SAGA dice. even-up the sides.
iv, Other gaming paraphernalia, like D6s, pencil and
paper, measuring sticks or tape measure etc. A Warlord can choose not to hire mercenaries and fight the
v. Model terrain if required (usually the host or club game at a disadvantage, but things will look rather bIeak
provides this). for him when it comes to the tabletop game, and this is not
vi. A sense of friendly, competitive (but not too recommended. Fighting at a disadvantage is heroic, but
competitive) fun. As always, this is a key ingredient for probably doomed to failure.
games of SAGA.
Warbands may call on their partners in an Alliance for
reínforcements (see Alliances above)
sslf ]E]P ]t'\WtOl: T]Ht ]E
Defend as his next campaign For every four men in a unit removed as casualties in the
.::
action, to recuperated (note, battle, permanently remove one man as slain from the ,:];]
,ii
the war-Toothed trait overrides campaign roster. Round all factions up. So, if a unit lost
this requirement). ln addition, between one and four men, one is lost permanently as dead,
he loses one Attack dice for the lf a unit lost between five and eight men, two are lost ${i!,qad,
6
rest of the campaign, suffering and so on. a
from his old injuries. This is
Hearthguard Resilience: The men of Hearthguara uniir.."
cumulative, so each serious
selected from the strongest, fittest men. Better equipped with
wound will result in the warlord
superior armour, they are far more likely to survive the battle
losing one Attack dice, down to
with wounds rather than be slain. The first model removed
a minimum of one Attack dice.
from the battle as a casualty in each Hearthguard unit is
Even a crippled Warlord cannot
ignored when determining the Slain. So, if a Hearthguard unit
be left with zero Attacksl
lost one man, then it counts as having lost no men at all. lf
it would have lost five men, then it only counts as losing
four men.
i" §"
ExampIe V. Recruitment
Each Warlord may now recruit new troops to replace his
It has been a hard f ght for Pete's Víkíngs,and his eight-man
battle losses. He may add either four Levy, two Warriors or
warrior unít lost six men. Hís twelve Levy lost four men,
one Hearthguard to a single existing unit on his roster. These
whílst his first Hearthguard unit of four men lost one man.
cannot form a new unit, they must be added to an existing
Hís second Hearthguard unít of four Berserkers were wíped
unit.
out (unsurprisíngly). So, after his casualtíes, hisWarríor unit
has lost two men, so is reduced to a six-man unít. Hís Levy are lf the Warlord spends one Wealth then he may double this
reduced by one man, to an eleven-man unit. Because of the number of recruits and gains eight Levy, four Warriors or two
Hearthguard survíval rule, hís first Hearthguard unít does not Hearthguards for a single existing unit on his roster.
count a5losíng any men at all, so remaíns at four men strong. As
Eligible Warlords may also purchase a War Banner.
they are also Hearthgurd, hís Berserkers count as losing three
men, not four, and so are reduced by one permanent loss to a vi. Fate
three-man berserker unit next time. The next part of the post-battle sequence is Fate. The Cods
are fickle and the Warlord's fate is already written in the
iii. The Spoils of Victory (To the victor the spoils...)
weave of the world, he cannot avoid it, for good or ill. RoIl a
The gains of a battle depend on the campaign action the
D6 and a 5464 dice and cross reference on the Fate table,
victor chose at the start of the campaign season.
Defend. lf the victor chose to Defend then he has protected Fate Table
his lands from foreign invaders or raiders, making him much
beloved of his people (the ruler's first task being to protect
the borders of his own lands and his people). He gains one
additional Reputation,
Raid. lf the victor chose to Raid then he has gained plunder
and slaves to take home. He gains an additional Wea|th.
you have secured new lands for your domain. Gain one Land. his Wealth by one, but in return he gains one to his
Reputation. . :a':
Good Harvest
The tax yield has been greater than expected after a good The War Banner must be assigned to a unit of Warriors
harvest. Gain one Wealth. that is at least eight strong, or a unit of Hearthguard=*,,,.
that is at least six strong. Note it down on the rost€#: ]::.,
Spy in Enemy Camp the warlord's roster does not have such a unit then he
You have a paid informer in the enemy camp, and before your cannot yet claim a War Banner.
a_
MANAG,NG THE CAMPA|GN ROSTER and therefore the Warlord's Power, if it has at least two men.
A Hearthguard unit with.iust two or three men can still be
At the heart of the campaign is the roster. lt records all the fielded in a SAGA game.
information you will need for each SAGA game the campaign
generates for you. lt is important that the roster is kept up Merging Units: Units on the roster can be merged to form
to date and clear, lt is not a secret document, any players a single larger unit. Thisshould be done after rolling for the
involved in the campaign can see another player's roster if Fate in the post-battle sequence. lfa unit has less than four
they like. Changes to the roster should only ever be made men, it can be combined with another unit of the same type.
when another player is present, generally before a game has The smaller unit will lose any alternative weapons or special
staried or after a game has been completed (see pre-battle rules and gains any alternative weapons or special rutes from
and post-battle sequences). This is for transparency, so the new parent unit. Merging just adds new men to a unit, at
that alI the players can trust their opponents' rosters, and the cost of reducing the overall size of the warband.
honour between fellow warriors demands everything is kept
above board. ExampIe
A Normdn Warband has two units of Warríors, one is nine
Maximum Sized Units: No unit can be larger than twelve mounted men, the other has fallen to just three crossbow,
men for any reason. Once chosen for tabletop game units equipped men on foot. TheWarlord decídes to merge the units,
or the same type with the same armament can be combined dísbandíng the three-man crossbow unit. These troops are
to form larger units in action, but on the roster once a unit removed from the roster and the three extra men are added to
reaches twelve men, it cannot be given any extra recruits, the mounted Warríors, becoming a maxímum-sized twelve-man
unít, The crossbows are lost, but the warriors now,count as
Minimum Unit Sizes: ln standard SAGA games the
mounted and armed as the unit they ioined,
minimum size of any unit is four men. ln the campaign this ,',,
has to be dealt with slightly differently, as casualties and tltegal Rosters: As a Warlord's Lands, Wealth and
reinforcements are sometimes going to break the minimum Reputation change throughout the campaign seasons, it is
four-man rule. possible for his roster to become illegal, so, for example a.
On the campaign roster there is no minimum unit size; any Warlord may lose Land and find than he now has too ..=9#i ,
unit can consist of between one and twelve men. Levy units on his roster for the Land he possessed. _= _, -.].
lf a Warrior or Levy unit has less than four men, so isn't a legal lf this occurs the Warlord must temporarily dismiss one of
tabletop unit, then it does not count towards a Warlord's the offending units. The unit he dismisses will be the smallest
power for total units, and cannot be included in a battle, one, in number of men. lf he has more than one unit with the
unless it is combined with another similar unit. same number of men, he may choose which one to dismiss,
The unit remains on the roster as it can be reinforced with A dismíssed unit is not [ost, just sent home for a while. :
new recruits to again become a legal unit. Mark it with a * on the roster. when the warlord's fortunes
change and his Land, Wealth or Reputation rise again, he will
Hearthguard Minimum: Hearthguards are the elite of automatically get the unit back; remove the *.
the warband, the Warlord's personal bodyguards. The
minimum size for the Hearthguard unit is two men. A unit of A dismissed unit does not count towards a warlord's power
Hearthguards still counts towards the warband's overall size, total and cannot be selected in battles.
-;;
* l, §S''i=-'*+]':_'t
l, ffifl]l|i]
_4,+ _*J§
::+_i:
=_,:
i-
]f lHt lE lEN lDt ll]t ]tVt ]EsS Now see which Atheling Warlord (so, with a Power of at least
fifteen) has the most Campaign Victory Points. Warlords with
'Luck ís one thing, brave deeds another' a Power of less than fifteen aren't considered worthy to rule
- Grettir's Saga yet. Only Warlords with over fifteen Power are possible ruIers.
Once the final campaign season (season six) has been The Warlord with a Power of fifteen or more, and the highest
completed, then the Age oí the Wolí is over.., almost. First Campaign Victory Points total is the winner and becomes the
award the End Times bonus Campaign Victory Poínts, new king ,.. all kneel before himl
as follows:
The Widest Lands: The Warlord with the highest Land score ]E xr. t,en.,d[
-ölL§\ [lnL,p, rt ]hL,e,C,ar tnnt lD,at ii,p, tnr
gains two extra Campaign Victory Points. ln the event of a tie, The Age of the Wolf campaign is set at six campaign seasons,
all the Warlords with the joint highest Land score gain one as this gives all players enough time to fight battles and
extra Campaign Victory Point, develop their warbands, and still puts the climax of the
campaign within reasonably easy reach, so players can see
The Greatest Hoard: The Warlord with the highest Wealth
when it will all finish. Of course, should all the players agree,
score gains two extra Campaígn Victory Points. ln the event of
(and maybe they're having such a good time they don't want
a tie, all the Warlords with the joint highest Wealth score gain
to stopl) then an Age of the WoIf campaign can be extended
one extra Campaign Victory Point.
with extra campaígn seasons; seven, eight, nine seasons will
Warrior of Renown: The Warlord with the highest all be playable, and sometimes with lots of players, players
Reputation score gains two extra Campaign Victory Points. might wish to have more games again5t those opponents they
ln the event of a tie, all the Warlords with the joint highest haven't yet faced.
Reputation score gain one extra Campaign Victory Point.
Be wary of making the campaign too long though, it is better
Respected throughout the Kingdoms: The Warlord with for pIayers to have an achievable end point to aim for rather
the highest Powef score gains two extra Campaign Victory than be overly ambitious and not finish at all,
Points. ln the event of a tie, all the Warlords with the joint
highest Power score gain one extra Campaign Victory Point.
ll,
t
,r4
í,:..
|onesc Road ArnOush
A warband's route into the enemy's lands leads through the forested wilderness, a deserted
place, only home to wolves, crows and malign spirits, but where cunning enemies could
easily be hidden, lying in wait, ready to spring their trap....
]LA\YOlutlt
This game is played on a 48" by 36" table.
)6"
ln this scenario the side being ambushed have been taken by At the end of the game add up victory points, In addition, the
surprise and aren't well prepared for battle. ln the first turn ambushed player gets bonus victory points for models that
they only roll half (round fractions up) of the SAGA dice they escaped from any table edge. The bonus score added to the
would normally roll, From turn 2 they can roll their normal ambushed side's total is equal to the model's victory points as if
number of SAGA dice. üey had been killed. So, 1 VP per Hearthguard that escaped, 1
VP for every 2 Warriors or 4 Levy that escape.
]L]ENGflnHI CI]F GAi\\4t]E If the ambushed player manage§ to move his War]ord offany table
The game lasts for 7 complete furns. edge he escapes the ambush and automatically wins the game.
önd Bunn
A marauding warband have swiftly fallen upon an
enemy village, bringing fire, axe and sword. They come
to wreak carnage upon the common folk and drive
them out, burning their homes and fields. The local
warlord must quickly respond with his own forces
ánd fight to defend the common peasantry, or see his
fértile lands laid waste...
]Ll\)YCIlut1l
This game is played on a 48ll by 36" table.
]DlElP,]LOYivltlENll chase away the locals. He can burn a field or building when
any of his units are in base contact with it (or in a field) and
The defender deploys a unit first. He places a single unit of
take a Rest action. As well as resolving the Rest action as
Levy or Warriors with of any of the buildings.
^\4i
normal, the unit attempts to start a fire. Roll a D6, on a 3+,
Next, the attacker deploys his WarIord within ]L of his table place a ball of smoke (cotton wool) on the field or building as
edge. The defender then deploys his Warlord within r- of his it catches and starts the burn. on a l or z the fire hasn't taken
table edge, folIowed by his remaining Levy units. hold yet and the unit must try again on another activation.
Once lit a fire cannot be put out during the game.
The attacker then deploys aIl his Levy and Warrior units within
lr of his table edge. The defender then deploys his Warriors ]L]ENG]| ]HI o]F GA\N\4[]E
and Hearthguard units Within ]L of his table edge.
The game last 7 turns.
Finally, the attacker deploys his Hearthguard units within r of
his table edge. V I CTO]R)Y C ON]D lt 1l jI tON sS
The attacker then takes the first turn. Add up victory points as normal, The attacker gains a bonus
+u victory points for each building he burnt, and a bonus +l
sS ]P ]E C ]I A\ ]L ]F§Ut ]L ]E sS victory point for each crop field he burnt.
The attacker has come to burn the buildings and fields and lf the attacker manages to set fire to all the buildings and
fields then he automatically wins, regardless of victory points.
'c{*l
-;.í* '' '!,li, ,-
t{a *i'
:' : l'
?l, ,,
,L,'
iq
.§(,
1*lb*
An enemy warband have been spotted so the common people have fled to the safetY of a local burh, strongPoint,
hilltop fortress or town, sealing themselves in behind its well guarded walls and gate.
But the enemy are not to be so easily denied, and press their assault, determined to cut their way inside and claim
their prize in plunder and slaves. The hard-pressed defenders must hang on and wait for reinforcements.
]LA§YOlUtT
The game is played on a 48" by 36" table.
1\\4tA\]P,
]D]E]P,]LO,YMt]ENlf
First the deíender must choose t unit of Hearthguard as his reinforcements. This can
be any Hearthguard unit, freely chosen from his warband, but it may not include the
Warlord, lÍ the defender has no Hearthguard, then chose a unit of Warriors instead.
The defenderthen deploys all the rest of his forces first. They must all be pIaced
either inside the buhr or within ]L of the walls or gate if outside the burh.
The attacker then deploys all his forces, anywhere on the table but not within L oí
the burh or any enemy unit.
The attacker takes the first turn.
unít arríves and can be placed anywhere on the defender's V]tClt,O]RY coN]D]tT]ttolNss :
table edge, outsíde of the burh. On any other symbol the unit
At the end of the game add up victory points as normal. The
has not yet arrived, roll again at the start of the next turn,
attacker gets a bonus +z victory points if he destroyed the
The burh walls are heavy cover and a low linear obstacle. The 8ate. He also gets a bonus number of victory points for each
gate is impassable until it is destroyed. unit inside the burh at the end of the game, The bonus points
are equal to victory points value of the unit if they had been
The gate may be attacked in melee, treat ít as a single unit
casualties, so t point for each Hearthguard, for every two
with Armour 3 and a Defence roll of 5+. To destroy ihe gate,
warriors or every three Levy and the Warlord himself is worth
the enemy must score to hits upon it. Keep a running tótal
3 Victory points.
of how many hits the gate has taken in the game. The gate is
immune to hits by any missile weapons. Any hits by double
handed Dane Axes count as 2 hits instead of t (they are
very effective at choppíng woodl) Once destroyed the gate
becomes passable.
Scoucs
Whilst on the move through witd lands two enemy
forces have sent out their scouting parties, to search
the lands ahead of them and to hunt and forage for
food. Now the two ríval scouting partíes have run into
each other and weapons are drawn.
A runner has been sent to fetch the wartord and
his men to this desolate place as the skirmish
rapidly escalates...
]LA§YOlutlf
This game is played on a 48'' by 36'' table.
;t-#íS]#
]r,.,Jffi
"-.S.
.,b"ié,
.Biiixt
. ,,', :i&
,.' '.
'.'::,,:
' ,
i.#;
+]#,
'q'{irt
" ",Jü
]l]]1il
',",l';"l
:,ii:
". :il:: _]
l l.':!i.i;]i] l,:, rj
.:::ijtl!-*;jt_ ].l i'" ::
.,l
., ,,:1::1:-l1;i.
ffi
+==.=-.==-:==-i,Ti;i_i;:..]ill-:: ::.'::..::,:.:]:::j::=|:ii.lr:a.a.ii:j:-:--:::=-::::.i::a:= - , i:.:§:.iifu;§ii;,*it,
ééwhó,sá*idép1ofinent1ínthe cáse'of á:dráw:: - ::::
1nii'"o'u"i*ofi' iéiiiíoriéáenis-instead, thi§ cáa,bé:a*f-*nit,
the player with the most impressive facial hair wins). The he likes (including the Warlord). Once all his units are on the
winner sets up a single unit of scouts (see speciaI rules). These table stop rolling for reinforcements.
are placed in his half of the table, but not within ]L of the
calculate the number of sAGA dice rolled in the orders
centre line. The rest of his warband are reinforcements (see phase as normal, but in this scenario the players always roll
SpeciaI rules).
a minimum of z SAGA dice, regardless of what units are the
table at the time.
§S ]P' ]E C ]t.N ]L ]RlUt ]L ]E ss
A scout unit can be any of the following: any Levy unit, ]L]ENG]r]HI O]F GA\N\4í]E
any mounted unit, any Warrior unit equipped with missile
See Victory Conditions.
weapons. lf a warband does not include any of the above
units, then a single Warrior unit may act as scouts instead. The
V CTO]R)Y C ON ]D n T toN
]t sS
warlord cannot be a scout. ]t
Levy.
Place a single Levy unit or
6
the warlord himself on the
player's table edge.
Two Warlords have already agreed that their warbands will do battle, at a chosen hour, at a ctearing
marked at the corners with hazel staves, beyond which no warrior may, with honour, step.
lnside this arena the two forces have mustered and two champions are called to the fore to duel,
only then will the slaughter commence...
]LA\YOlu]r
This game is played on a 48|' by 36'' table.
NVIA\]P,
After the second player has completed his deptoyment, After deployment, each player must choose one Hearthguard
the first player can now switch two units in place, as he model to be his champion and place him in the centre of
re,organises his ranks before the battle. These two units the table, in base contact with the enemy champion. The
are moved into the same position as the one they are War|ord may not be chosen as the champion, unless he has
switching with. the Mighty trait.
''' '"4"'5Á6A dice for their champion and assign them on the Battle
Add up Victory points as normal, The side that won the Battle
Board as they wish. Reso|ve the melee as normal, fighting
of Champions gains t bonus Victory point.
until one or the other champion is killed. Whilst the champions
are fighting, no other units may be activated. lf any of a player's units left the hazel wands arena area (this
is altowed, just frowned upon) then he Ioses 1 Victory point for
Once one champion has won, the victor's model is
each unit that did so. This includes any units that were forced
immediately returned to his unit and will fight as normal.
to withdraw out of the arena.
C2rcended e,7canp[e:
Ca-paigrning Seasons in |utt
The first warbands to meet on the tabletop will be the Vikings
tC nn n,
ar
it aL ü,or;611
§-
5§,9,31
"s,9,
;111 {Qt 1pl,g
and lrísh (atthough the order of games played doesn't matter).
lt i5 the f rst campaign season of Pete, Tom, 6arry and Steve's Fírst the lrísh, as Defenders, resolve their campaign actíon,
campaign. Pete ís Ingvar Redaxe, leading hís Víkíngwarband, gaíníng +t Wealth and addíng 4 men to one Warríor unít, Ingvar
Tom is Eochan Mac'GíIbran, Ieading an lrísh warband. Garry is a Hard Ruler and gaíns 4 bonus Levy before the game. He adds
is Drogo Fitzwalliam, leadíng a Norman warband andSteve ís a new 4 man Levy unit to hís roster.
Cadoc Ap Blethu, aWelsh warlord.
Thís should be a Raid scenario, but the lrishWarlord Eochan has
In the first campaígn season, Pete'sVíkings have chosen to Raid the'War Crafty' trait and he's defending, so ít automatícally
Tom's trísh. Tom's lrísh have chosen to Defend. 6arry's Normans becomes and'Ambush' scenario wíth the lrish ambushíng
are RaídingtheWelsh, whílst Steve's Welsh will be campaigning the raídíngVikings. The players run through the pre,battle
agaínst the trish. The games break down as follows: sequence and it'Il be a 4 point SAGA game, decided by Tom as
the aggressor (agaín hís War Crafty comes ín handy). They set
pÁ A V íking' Raíd' b attl e against the lrísh. A N or m an' Ambush'
up the terrain and roll for the scenarío on the Ambush table. The
b attl e aga in st th e W el sh, A W el sh' l nv así o n' b attl e a gai nst
result ís a'Battle at the Ford', so a ríver is added to the centre of
,P4|r the lrísh.
the board.
{ffi
ficÁ i@isiust:wiir,
and ín.the process Eochan'hlrhietf ís a casualty, but tngvar isn't. Knrghts to onte of hís uníts, Cadoc]s Fate io|l résutts ín a
post-battle sequence, first they roll for Eochan, a casualty
In the The peasants are obviously unhappy that he faíIed to defeat the
on the losing side. On a [symbol] 6, he is captured and ransomed Norman raíders, He loses 1 Reputatíon, executes 3 Levy as the
back to the lrish, gaíning lngvar +t Wealth and losíng Eochan t ríngleaders and must Defend as hís next campaígn actíon.
Wealth. Not a good start for the lríshWarlord, but ít could easíIy
The thírd battle of the campaígning season sees Cadoc
have been far worse.
Ieadíng hís Welshmen ín an lnvasion scenario agaínst the trish,
After the game, l in 4 slaín men are permanently removed from Again, Eochan's War Crafty traít comes ín handy and he gets
each player's roster from those uníts whích took casualties. to Ambush the Welsh and set the game's síze. The Ambush
scenarío ís rolled, and it's'The Escort' result. In the ensuíng
Next, Ingvar gaíns his Spoíls of Victory, as he is Raidíng he gains
battle theWelsh are defeated by the trísh and Cadoc ís also a
+tWealth (a lucratíve tríp thís one so far).
casualty. RoIIíng for the casualty, Cadoc ís dead!
As the winner of the battle lngvar also gaíns t Campaígn Victory
The dead Warlord can eíther be replaced or Steve can drop out
Point, but neither starting warband has yet reached Athelíng
stdtus, 50 they can't claím the bonus Campaign Victory Point. of the campaign as the Welsh and rejoín wíth another warband.
He chooses to continue, with Cadoc's son, Aethan Ap Cadoc Ap
lngvar recruits 2 new Warriors to replace some of hís losses, Blethu, repIacing hís slain father, He rolls the motivation Dragon'
Eochan recruíts 4 new Levy. Neither Warlord chooses to spend Hoard, and the two traits Hard Ruler and War-Toothed. He also
the extra Wealth to increase the number of these recruits. gets the addítional traít Blood Feud wíth Eochan, the slayer of
Both roll f or Fate. lngvar gets Upgrade Warriors, one Warrior his father. His new special rule is Hero of the víkíngAge. Aethan
unít mdy become Hearthguard. Except, with only Reputatíon loses l poínt of hís father's Land, Wealth and Reputatíon (hís
z and already leading z Hearthguard units he can't do this. Wealth was already ,t and can't fall any lower so remains as t).
Unluckíly the good Fate rollis /ost with no effect. Eochan's Fate
The post-battle sequence is completed, with both sides
roll results ín zD6 Warrior reínforcements, he rolls 5 and adds 5
removíng the slain and adding new recruits. The Fate roll for
men to a warrior unít.
Eochan results ín hím gaining zD6 Levy reinforcements, he gets
Neither player wants to merge any units so both players are just j (poor díce), whilst Aethan gets a good marriage result and
ready for theír next game. gaín; +1 Land. Neíther player merges any unit on hís roster.
Meanwhíle, the Normans are raídíng the Welsh ín another Campaign season 1 is now over and campaign season 2 can
'Ambush' scenario. The Normdn ambush is a'Forest Road begin, with each player choosing hís action. It has been a bad
Ambush' scenarío, which they win. Drogo is a casualty in thís start f or the Welsh, a Revo|t! and theír Warlord was kílted,
game, but as the víctor the roll results in only a minor wound, but they aren't out of ít yet and stíil have a force capabte of
he'II be fne to contínue unaffected. The Normans gaín t Wealth matching their opponents under theír new Warlord (who's luck
for the successful Raíd and l Campaígn Víctory Poínt, Drogo's wíII hopefully be better).
j-:r€].!::_ -+ €
d.iit"
§ ít,
Eq :=:i'j-:=.;,+:+:j:.1i!:]
á+ t;tttiifEüiiiffi-áií*,a-ffi....'.€ffi3
tngiair'sVikíngs will Raíd atgaín, thís time agai6l P7ogo's Hearthguard reínforcements t; hí5 l(nl'gÁt s unit, whilst Aéiian's
Normdns. Eochan agaín chóoses to Defend his lrish homelands, is to add zD6 Warríor reinforcements. Due to battlefeld
playing to his War Crafty trait. Drogo will Raíd, agaín against the casualtíes, one of Bohemond's Knight units has dwíndled to
vulnerable Welsh, whílst Aethan's Welsh must Defend, because iust 3 men, so he decides to merge it into his other Knight unit,
of the Revolt! last season. (This still counts although it was raisíng ít to strength 11 - a very potent stríke force.
again;t his father.)
No one has attacked the defendinglrish, soTom hasn't played
The lrísh gaín +t Wealth from Defendíng and add z men to a a game ín this campaign season, and he's gained +t Wealth and
Hearthguard unit.TheWelsh gaín +tWealth and add 4 men to a the extra troops, he chooses an extra Hearthguard, Hís Power
warrior unít. has also rísen, reachíng t7, so he ís a|so now an Athelíng.
The first battle wíll be an Encounter scenarío between lngvar At the end of campaígn season 2 the rosters look líke thís:
and Drogo, as both are Rcidíng. Before the game Ingvar agaín
adds 4 bonus Levy for beíng a Hard Ruler, so hís Levy unít has Ingvar'svíkings have Land z, Wealth 6 and Reputation z, wíth 5
grown to 8 men (wíth bows). The scenario rolled ís a'Scouts' uníts (of which one is iust 2 Berserkers, but as Hearthguard they
result. ln the resultíng battle lngvar's Víkings narrowly wín, but stíll count towards Power), that giveí him a Power of t5. He has
both Warlords have fallen as casualtíes. Ingvar has only a mínor earned z CampaígnVictory Poínts so far.
wound and will continue unaffected. Drogo has been kíIled! Eochan has Land z, Wealth 6, Reputatíon j, and 5 legal uníts ( z
Carry decides that Drogo wíIl be replaced by his identícal twín, of Levy Kerns of 9 and 8 men, z of Warrior Bonnachts of 9 and
brother, Bohemond. Bohemond's new motivation is Skald's 8 men and t Hearthguard Fíanna of 4 men) on hís roster, givíng
Song, with the traíts Quarrelsome and Colden Hoard and he him a Power of l7, with l CampaígnVíctory Poíntfrom hiswin
getí the Penny special rule, as well as a Blood Feud against over thewelsh,
Ingvar (dídn'tyou kill my brother?). He loses t Land,Wealth and Bohemond's Normans have Land l, Wealth 5 and Reputatíon 1,
Reputatíon, but ís then ready to continue, wíth iust 3 uníts on the roster (but one of them ís t,t mounted
In the aftermath of the battle, lngvar has gained another point knights), he only has Power to, and 1 Campaígn Victory Point,
of Wealth and another CampaignVíctory Poínt. He spends Finally, Aethan Ap Cadoc'sWelsh have Land 2,Wealth 3 and
some of his hard won (stolen) wealth on extra recruits. Ingvar Reputation 3, wíth 4legal uníts on his roster, so he has a Power
ís startíng to look líke a threat and has now reached 15 Power, of ,tz, and l CampaígnVíctory Point.
making him an Athelíng.
Campaign season three is now ready to commence with each of
The only other battle thís season wíll be the Norman Raid on the players choosínga new campaign action...
the Welsh. The scenario wíIl be 'Harry and Burn' . When the two
forces meet in a 4 poínt SACA game, the Welsh wín a defensíve
L _) "-. . ,-T: =: : ::-:_+.
WARBAND TYPE
WARLORD,S NAME
MoTlVAT|oN
TRAlTs
SPECIAL RULES
\W]EA\]Lrt,]HI
----
May not include more
LeVy units than Land
May not inclUde more
wa.rior units than wealth -/
May not inclUde more Hearth
gUard Units than RePUtation
Total of Land, Wealth,
Rep and nUmber of units
]
MELEE/MlsslLE WEAPONS/SPECIAL
1
,5
6
ío
11
1z
CA\ I\\4I ]PA\ ]t tG N sS ]EA\sSON ir CA\M[ ]PA\ ]t tG N sS ]EA\ ssCIN 2 CA\ N\4t ]PA\ tGN ]EA\ ssa^
]t sS
.,
CA\ I\\4t ]PA\ ]t tG N sS lE A\ sSrON 4l C A\^\4t ]PA\ ]t tG N sS ]EA\sSON 5 C A\ IVt lPA\ ]t rG N sS ]EA\ sstoN 16,
i: :.,]
Blood and slaughter are let loose upon the world! lt ís the
Age of thewolf ... and only the strongest can survive.
ffi